Mapping questions thread
#721 Posted 08 March 2026 - 07:00 PM
Sprites under a sky would need a tiny sector drawn just for them to set their shade although 2 touching parallaxed ceilings with differing shades make an aurora borealis looking effect at their border
#722 Posted 13 March 2026 - 11:57 AM
#723 Posted 13 March 2026 - 12:13 PM
GPSPEED value has to match one that can cleanly divide the height offset of the SE from floor (in Build units) by 8, or the effect will either not function precisely, or not function at all. Here your value of 256 should work in most cases where sector/sprite height wasn't altered enough to break the default pattern of powers of two Build expects, but if it was finely changed (and there is nothing wrong with that) e.g.. using mouse controls, then you need to adjust the GPSPEED math to match, I'm pretty sure that must be it.
Your effect is possible with just one activation, just use the same channel for trigger and all Activators and no SE hitags. It has nothing to do with whether you use Activator or Masterswitch, the difference between those is Activator is never deleted and can be triggered back off then back on etc... but is instant, whereas Masterswitch is possible delay (without the need for an external contraption which you do need to delay Activators), but gets deleted once the channel is run once (replacing lock(s) with manual operation of e.g.. door, elevator... when possible).
This post has been edited by ck3D: 13 March 2026 - 12:29 PM
#724 Posted 13 March 2026 - 12:43 PM
#725 Posted 13 March 2026 - 01:00 PM
#726 Posted 14 March 2026 - 05:39 AM
#727 Posted 15 March 2026 - 01:52 AM
Now I want Duke to fall from his starting position (like ejection seat from his crashing plane), with some falling damage if possible and not from the very top of the map, just from a certrain height, but I don't remember if this was ever used or how to make it since the brown start position arrow doesn't seem to be editable like a normal sprite or I don't know how. :/
#728 Posted 15 March 2026 - 01:57 AM
This post has been edited by ck3D: 15 March 2026 - 02:04 AM
#729 Posted 15 March 2026 - 02:42 AM
This post has been edited by Puke Fukem: 15 March 2026 - 02:43 AM
#730 Posted 15 March 2026 - 04:08 AM
ck3D, on 08 March 2026 - 01:06 PM, said:
You can check that by pressing '+X for the shade preview. If you haven´t pressed N on the sprite, the sprite would use the sector´s shade.
#731 Posted 16 March 2026 - 12:09 PM
#732 Posted 17 March 2026 - 11:05 AM
Puke Fukem, on 16 March 2026 - 12:09 PM, said:
Keep the log file the next time it happens and try posting it, otherwise it is difficult to guess.
#733 Posted 17 March 2026 - 11:11 AM
This post has been edited by ck3D: 17 March 2026 - 12:17 PM
#734 Posted 17 March 2026 - 02:25 PM
Aleks, on 17 March 2026 - 11:05 AM, said:
Will do, I did not check that.
ck3D, on 17 March 2026 - 11:11 AM, said:
Yeah thanks, so far it didn't happen again and yes it's an Polymer map but I try not to place too many excessive lighting or too many sprites all around. I added a new wall to block some area from a bigger one to hide some sprites and lighting effects and it improved performance a bit. I also learned a bit about fogpals and that you can apply them to floors and adjust visibility. They even work on walls as I once mentioned but a fogpal building wall looks unrealistic, guess it could work in some cave though.
This post has been edited by Puke Fukem: 17 March 2026 - 02:26 PM
#735 Posted 21 March 2026 - 09:02 AM
This post has been edited by Mark: 21 March 2026 - 09:04 AM
#736 Posted 21 March 2026 - 09:06 AM
This post has been edited by Mark: 21 March 2026 - 09:07 AM
#737 Posted 22 March 2026 - 12:48 AM
And I am glad you're looking forward to another Polymer map, but you'll need the recent eDuke32 version to play it properly I'm afraid. So far there are some pretty neat looking lighting effects and stuff, but I really need much more time to finish this city map.
On topic: can I make destructible building sectors, the tight ones between the walls, sloped without them having gaps in their walls before the building is destroyed? I can't get it to work, one earthquake also doesn't slope properly, meaning it is already sloped before the quake hits the spot but I will get to fix that somehow soon, haven't tried it.
#738 Posted 22 March 2026 - 12:59 AM
SE2 earthquake is very easy, SE needs to be placed near firstwall pointing at the direction the sector will shift and placed at base floor Z (so pre-slope state), slope then will form upon trigger but there is a limit to how steep it can get (can play with that a little by adjusting sector size and thus scale of slope).
I am surprised you know of the Infosuite but still need to ask about this since SE behavior is thoroughly documented, but I think I get it. Maybe so far you have only been looking at the Effects page, but those subpages do not really explain the logic behind them, moreso show basic practical applications. As a complement, you might want to also check the References section of the Infosuite, especially the SE & Sector Tags subsection. For some reason, a lot of important info regarding what each effect precisely does is exclusive to their description in there, but absent from the Advanced FX pages where they are more loosely taught.
This post has been edited by ck3D: 22 March 2026 - 01:02 AM
#739 Posted 22 March 2026 - 08:30 AM
Puke Fukem, on 22 March 2026 - 12:48 AM, said:
You just need to carve your slopes "up" or, to be more direct: floor slope has to be negative and ceiling slope has to be positive. If, for example, you want the hole to look like a hexagon, so you make two adjacent sectors which will slope for the hole, make sure the first wall for both of them is set as the middle wall between them and not the outer edge walls. SE13 will lower/raise your sector's ceiling/floor so that they both are at the same heights at pre-map, so you can also see "experimentally" what works.
#740 Posted 23 March 2026 - 12:43 AM
Earthquake is fixed already, but there is more than one.
#741 Posted 23 March 2026 - 12:52 AM
This post has been edited by ck3D: 23 March 2026 - 12:56 AM
#742 Posted 23 March 2026 - 01:03 AM
ck3D, on 23 March 2026 - 12:52 AM, said:
Yeah and you're an excellent teacher! You're right, most of the times I use Advanced FX on the InfoSuite, but I also need References quite often. Thanks for pointing out SE and sector tags there, a page I definitely need to read more often lol
#743 Posted 23 March 2026 - 01:15 AM
This post has been edited by ck3D: 23 March 2026 - 04:17 AM
#744 Posted 25 March 2026 - 07:51 AM
Anyway, now these:
1) how do I fix flickering textures? When being in a certain sector and looking at a specific wall being in another non-adjacent sector their sprites can dis- and reappear even if you stand still and just use mouselook to look around, not a big deal but it really bothers me. Must have messed up some sectors there. It's not HOM I think (so far there is only 1 mirror in the whole map and it's completely elsewhere and should be fine), but something is wrong. I could fix the same problem elsewhere in the map but I have no idea what I did there and can't reproduce it. I've tried joining some sectors where the problem occurs but that didn't help.
2) Is it safe to build room furniture and all interior stuff out of sprites only? I have less than 1000 walls left now and would love to use more walls since sprites can flicker, sometimes show gaps and monsters seem to partially walk through them which sucks. I did that in 1 room now, but I'm not really happy with the result, half of them are ok but then the other half looks or feels like artificial. Dunno how to describe it.
It's also annoying Duke likes to climb on any low hanging sprites like a low placed wall crack, even if the sprite is unblocked.
#745 Posted 25 March 2026 - 07:58 AM
Or maybe your sprites just belong to an incorrect sectnum (or generally can be seen from a different sector than the one they are placed in). Sometimes late sector split after spritework is done can cause that, to fix just need to select all affected sprites in 2D mode and click one (don't even move it) to reset to proper/default. In general (using default non-expert mode), it is very common you will run into instances where simply selecting/clicking (again, not even dragging/moving) something in the editor, be it wall, sector order, sprite sectnum, matching SOS/TROR etc... will reset the attribute depending on what the engine assumes is intended given the current context that it is being presented to recheck (for instance sprite X/Y/Z, sector Z, overlapping vertexes etc.)
2/ Yeah that is common practice and somewhat safe, just be mindful of general sprite behavior e.g.. tripmines won't attach onto them (so avoid placing any anywhere near to avoid temptation), shrunk Duke automatically clips through sprites (so avoid placing Newbeasts or mirror/Shrinker nearby), etc. Remember to make them blockable and hittable and should be good, proper collision is crucial if you're going to go that route (but thankfully easy to watch).
This post has been edited by ck3D: 25 March 2026 - 09:51 AM
#746 Posted 25 March 2026 - 10:38 AM
ck3D, on 25 March 2026 - 07:58 AM, said:
I think it's the other way around, non-expert mode automatically "fixes" sprite positions every once in a while (during saving and/or switching between 2D and 3D mode). But regarding the original post, if a sprite is larger than the sector it is place in (i.e. part of it sticks out from this sector and you would expect it to be seen without rendering the sector itself), it won't show without the sector. So just avoid doing that or play around with sectnums (expert mode on) manually to assign them in the bigger/parent sector.
Regarding 2, a good way of fixing collision within spriteworks is to make the spritework itself un-blocked, but place one view-aligned sprite in the middle of the spritework, change its Y length so that it is as high as required and then changing its clipdist (Alt+D I think? Or directly through F8 menu) to encompass the furniture piece, you will see a circle around the sprite indicating its clipdist. This also fixes the issue of Duke randomly climbing up sprites.
#747 Posted 25 March 2026 - 11:33 AM
Aleks, on 25 March 2026 - 10:38 AM, said:
I think you're describing a different thing, the random reordering of sprite stuff that seems to randomly occur and can recheck sectnum based on sprite pos, rearrange spritenum (possibly messing up security camera order) etc. I remember that used to be a problem back when working on OGBB2 but honestly as of late I've been using non-expert mode and been doing just fine with manually assigned sectnums (and sloped sprites - I think I remember that used to be a problem too). So maybe had to do with the versions of Mapster we were using? Was a couple of years back we started work on the map now so surely some of us have updated EDukes since then (personally I don't think I have in quite a few months now) or gotten better at manipulation methods.
I was describing how clicking a sprite or wall or selected sector usually will just correct whatever the editor picks up supposedly is 'wrong' with it during automatic check, e.g.. if you have overlapping vertexes but white walls it will join the walls if you select the sector or click one of the vertexes (no need to move anything), or if you have TROR somewhere matching the wrong layer of sectors can just delete the connection with backspace in 3D mode, move floor to intended Z then simply select bunch to check matching walls (at the right height this time) again. Clicking sprite buried below floor Z or above ceiling Z will clip it back into player space (wherever it exists and has priority), etc. Bug I was talking about when splitting sectors with existing sprites in it is an editor quirk that maybe was or wasn't fixed but happened for a while recently; seems to happen when the sector containing the sprites is large and/or the spritework is complex, say you split it after the (sprite arte-)fact to draw a shadow and boom half the sprites suddenly belong to the wrong sector out of the two but they haven't moved, just inherited incorrect sectnum relative to pos. When that happens can just select all the affected sprites (even walls in the area, can be a useful anchor if locked onto grid and you really don't want to move anything) and just click without moving mouse, instant recheck. Now obviously that means if you have manually changed sectnum somewhere the check will also reset that.
This post has been edited by ck3D: 25 March 2026 - 11:40 AM
#748 Posted 25 March 2026 - 11:48 AM
Aleks, useful info too. I will check about spritework and clipdst.
#749 Posted 25 March 2026 - 11:56 AM
This post has been edited by ck3D: 25 March 2026 - 11:59 AM
#750 Posted 25 March 2026 - 12:40 PM
ck3D, on 25 March 2026 - 11:33 AM, said:
Yeah I know what you mean, but I thought this thing happened specifically because of having the sprite auto-assigning "fix" turned off with expert mode. Probably outside of the question at hand, but to continue the discussion, I have noticed this mostly happens to sprites ornamented on (white) walls - so might be something with their position being "sketchy" and too close to non-physical space. Either way, it can be annoying.
I haven't updated EDuke in a while, the current main version for me is r10593 - thanks for the reminder though, gotta do it sometime soon!

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